mirror of
https://github.com/Drezil/imgui.git
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Merge branch 'master' into 2016-02-colorpicker
This commit is contained in:
201
imgui.h
201
imgui.h
@ -52,8 +52,10 @@ struct ImGuiStorage; // Simple custom key value storage
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struct ImGuiStyle; // Runtime data for styling/colors
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struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
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struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
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struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
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struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiContext; // ImGui context (opaque)
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// Enumerations (declared as int for compatibility and to not pollute the top of this file)
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typedef unsigned int ImU32;
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@ -70,7 +72,9 @@ typedef int ImGuiWindowFlags; // window flags for Begin*() // e
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typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
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typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
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typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
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typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
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typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
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typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
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// Others helpers at bottom of the file:
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// class ImVector<> // Lightweight std::vector like class.
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@ -108,16 +112,16 @@ namespace ImGui
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IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
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IMGUI_API void Shutdown();
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IMGUI_API void ShowUserGuide(); // help block
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
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IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window demonstrating ImGui features
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IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui
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// Window
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IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
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IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
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IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
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IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
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IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API void EndChild();
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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@ -136,14 +140,15 @@ namespace ImGui
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
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IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
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IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
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IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
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IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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@ -157,7 +162,7 @@ namespace ImGui
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IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
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IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
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IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
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IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
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IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
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IMGUI_API ImGuiStorage* GetStateStorage();
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@ -189,10 +194,11 @@ namespace ImGui
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// Cursor / Layout
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IMGUI_API void Separator(); // horizontal line
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IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
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IMGUI_API void Spacing(); // add spacing
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IMGUI_API void NewLine(); // undo a SameLine()
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IMGUI_API void Spacing(); // add vertical spacing
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IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
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IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
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IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
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IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0
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IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0
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IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
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IMGUI_API void EndGroup();
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IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
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@ -202,7 +208,7 @@ namespace ImGui
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IMGUI_API void SetCursorPosX(float x); // "
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
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IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
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@ -210,7 +216,7 @@ namespace ImGui
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IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
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// Columns
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// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress.
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// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
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IMGUI_API void NextColumn(); // next column
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IMGUI_API int GetColumnIndex(); // get current column index
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@ -243,15 +249,14 @@ namespace ImGui
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IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
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IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
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IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance you by the same distance as an empty TreeNode() call.
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IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1);
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IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
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IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
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IMGUI_API void BulletTextV(const char* fmt, va_list args);
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
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IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0)
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
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IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
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IMGUI_API bool Checkbox(const char* label, bool* v);
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IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
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IMGUI_API bool RadioButton(const char* label, bool active);
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@ -260,7 +265,7 @@ namespace ImGui
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IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
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IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
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IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
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IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); // click on colored squared to open a color picker, right-click for options
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IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); // click on colored squared to open a color picker, right-click for options. Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
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IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0x01); // 0x01 = ImGuiColorEditFlags_Alpha = very dodgily backward compatible with 'bool show_alpha=true'
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IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
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IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0x01);
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@ -271,6 +276,7 @@ namespace ImGui
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IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
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// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
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// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
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IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
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IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
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IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
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@ -308,15 +314,24 @@ namespace ImGui
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IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
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// Widgets: Trees
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IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop().
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IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
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IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
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IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
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IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
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IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
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IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
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IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
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IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
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IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
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IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
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IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
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IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
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IMGUI_API void TreePush(const void* ptr_id = NULL); // "
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IMGUI_API void TreePop();
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IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node/collapsing header to be opened.
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IMGUI_API void TreePop(); // ~ Unindent()+PopId()
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IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
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IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
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IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
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IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
|
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IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
|
||||
|
||||
// Widgets: Selectable / Lists
|
||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
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@ -353,15 +368,15 @@ namespace ImGui
|
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|
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// Popups
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
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IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
|
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IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
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IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
|
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IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
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IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
|
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IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
|
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IMGUI_API void EndPopup();
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IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
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|
||||
// Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
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||||
// Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
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IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
|
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IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
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IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
|
||||
@ -377,6 +392,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
|
||||
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
|
||||
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
|
||||
IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
|
||||
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
@ -386,8 +402,9 @@ namespace ImGui
|
||||
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
|
||||
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
|
||||
IMGUI_API bool IsWindowFocused(); // is current window focused
|
||||
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
|
||||
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
|
||||
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
|
||||
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
|
||||
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
|
||||
IMGUI_API float GetTime();
|
||||
@ -433,17 +450,20 @@ namespace ImGui
|
||||
IMGUI_API const char* GetClipboardText();
|
||||
IMGUI_API void SetClipboardText(const char* text);
|
||||
|
||||
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
|
||||
// Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
|
||||
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
|
||||
IMGUI_API const char* GetVersion();
|
||||
IMGUI_API void* GetInternalState();
|
||||
IMGUI_API size_t GetInternalStateSize();
|
||||
IMGUI_API void SetInternalState(void* state, bool construct = false);
|
||||
IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
|
||||
IMGUI_API void DestroyContext(ImGuiContext* ctx);
|
||||
IMGUI_API ImGuiContext* GetCurrentContext();
|
||||
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
|
||||
|
||||
// Obsolete (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
|
||||
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
|
||||
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
|
||||
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
|
||||
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpen(open, 0); } // OBSOLETE 1.34+
|
||||
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
|
||||
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
|
||||
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
|
||||
@ -512,6 +532,24 @@ enum ImGuiInputTextFlags_
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
|
||||
};
|
||||
|
||||
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
|
||||
enum ImGuiTreeNodeFlags_
|
||||
{
|
||||
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
|
||||
ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
|
||||
ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
|
||||
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
|
||||
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
|
||||
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
|
||||
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
|
||||
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
||||
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
|
||||
};
|
||||
|
||||
// Flags for ImGui::Selectable()
|
||||
enum ImGuiSelectableFlags_
|
||||
{
|
||||
@ -672,7 +710,7 @@ struct ImGuiStyle
|
||||
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
|
||||
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
|
||||
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
|
||||
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
|
||||
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
|
||||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
|
||||
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
|
||||
float ScrollbarRounding; // Radius of grab corners for scrollbar
|
||||
@ -705,7 +743,7 @@ struct ImGuiIO
|
||||
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
|
||||
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
|
||||
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
|
||||
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
|
||||
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
|
||||
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
|
||||
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
|
||||
|
||||
@ -764,7 +802,7 @@ struct ImGuiIO
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
|
||||
IMGUI_API void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
|
||||
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
|
||||
@ -924,7 +962,7 @@ struct ImGuiTextBuffer
|
||||
IMGUI_API void appendv(const char* fmt, va_list args);
|
||||
};
|
||||
|
||||
// Helper: Key->value storage
|
||||
// Helper: Simple Key->value storage
|
||||
// - Store collapse state for a tree (Int 0/1)
|
||||
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
|
||||
// - Custom user storage for temporary values.
|
||||
@ -932,6 +970,7 @@ struct ImGuiTextBuffer
|
||||
// Declare your own storage if:
|
||||
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
|
||||
// - You want to store custom debug data easily without adding or editing structures in your code.
|
||||
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
|
||||
struct ImGuiStorage
|
||||
{
|
||||
struct Pair
|
||||
@ -946,10 +985,12 @@ struct ImGuiStorage
|
||||
|
||||
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
|
||||
// - Set***() functions find pair, insertion on demand if missing.
|
||||
// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
|
||||
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
|
||||
IMGUI_API void Clear();
|
||||
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
|
||||
IMGUI_API void SetInt(ImGuiID key, int val);
|
||||
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
|
||||
IMGUI_API void SetBool(ImGuiID key, bool val);
|
||||
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
|
||||
IMGUI_API void SetFloat(ImGuiID key, float val);
|
||||
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
|
||||
@ -961,7 +1002,8 @@ struct ImGuiStorage
|
||||
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
|
||||
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
|
||||
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
|
||||
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
|
||||
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
|
||||
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
|
||||
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
|
||||
|
||||
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
|
||||
@ -996,7 +1038,18 @@ struct ImGuiTextEditCallbackData
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
};
|
||||
|
||||
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
|
||||
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
|
||||
struct ImGuiSizeConstraintCallbackData
|
||||
{
|
||||
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
|
||||
ImVec2 Pos; // Read-only. Window position, for reference.
|
||||
ImVec2 CurrentSize; // Read-only. Current window size.
|
||||
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
|
||||
};
|
||||
|
||||
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
|
||||
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
|
||||
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
|
||||
struct ImColor
|
||||
@ -1017,36 +1070,33 @@ struct ImColor
|
||||
};
|
||||
|
||||
// Helper: Manually clip large list of items.
|
||||
// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
|
||||
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
|
||||
// Usage:
|
||||
// ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
|
||||
// ImGui::Text("line number %d", i);
|
||||
// clipper.End();
|
||||
// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
|
||||
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// ImGui::Text("line number %d", i);
|
||||
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
|
||||
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
|
||||
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
|
||||
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
|
||||
struct ImGuiListClipper
|
||||
{
|
||||
float StartPosY;
|
||||
float ItemsHeight;
|
||||
int ItemsCount, DisplayStart, DisplayEnd;
|
||||
int ItemsCount, StepNo, DisplayStart, DisplayEnd;
|
||||
|
||||
ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
|
||||
ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
|
||||
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
|
||||
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
|
||||
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
|
||||
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
|
||||
|
||||
void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
|
||||
{
|
||||
IM_ASSERT(ItemsCount == -1);
|
||||
ItemsCount = count;
|
||||
ItemsHeight = height;
|
||||
ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
|
||||
}
|
||||
void End()
|
||||
{
|
||||
IM_ASSERT(ItemsCount >= 0);
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
|
||||
ItemsCount = -1;
|
||||
}
|
||||
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
|
||||
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
|
||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1062,12 +1112,8 @@ struct ImGuiListClipper
|
||||
|
||||
// Draw callbacks for advanced uses.
|
||||
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
|
||||
// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
|
||||
// The expected behavior from your rendering loop is:
|
||||
// if (cmd.UserCallback != NULL)
|
||||
// cmd.UserCallback(parent_list, cmd);
|
||||
// else
|
||||
// RenderTriangles()
|
||||
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
|
||||
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
|
||||
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
|
||||
|
||||
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
|
||||
@ -1082,7 +1128,7 @@ struct ImDrawCmd
|
||||
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
};
|
||||
|
||||
// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
|
||||
// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx;
|
||||
#endif
|
||||
@ -1223,7 +1269,7 @@ struct ImFontConfig
|
||||
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
|
||||
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
|
||||
const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
|
||||
const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
|
||||
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
|
||||
bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
|
||||
|
||||
@ -1242,6 +1288,7 @@ struct ImFontConfig
|
||||
// 3. Upload the pixels data into a texture within your graphics system.
|
||||
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
|
||||
// 5. Call ClearTexData() to free textures memory on the heap.
|
||||
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
|
||||
struct ImFontAtlas
|
||||
{
|
||||
IMGUI_API ImFontAtlas();
|
||||
@ -1267,7 +1314,7 @@ struct ImFontAtlas
|
||||
void SetTexID(void* id) { TexID = id; }
|
||||
|
||||
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
|
||||
// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
|
||||
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
|
||||
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
|
||||
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
|
||||
|
Reference in New Issue
Block a user